Revision 60cab47 by Sergey Sharybin March 18, 2014, 16:25 (GMT) |
Correction to particle system commit: wrong struct name was used |
Revision c450ea2 by Bastien Montagne March 18, 2014, 14:24 (GMT) |
Fix T39203: Boid particle naming UI semi-freeze uiList was not handling correctly UI_BUT_DISABLED TEX name buttons! |
Revision 5febb09 by Lukas Toenne March 18, 2014, 12:39 (GMT) |
Fix T39180: Particle with fluid physics unstable. Fluid sims have a very nasty feature for interaction, in which a psys can directly update the bvhtree for //another object's psys//. This breaks with threaded depsgraph evaluation and is generally a no-go. To avoid crashes for now, use a global mutex to avoid concurrent writes to an object psys' bvhtree. |
Revision a6e3471 by Sergey Sharybin March 18, 2014, 12:15 (GMT) |
Fix T39136: DupliFaces: Inconsistent handling of group member types The issue was caused by assumption object matricies can be modified by DupliObject->obmat outside of the duplilist iteration cycle. This isn't really true. The thing is, old code used to modify object matrix based on the duplicated matrix to make it so modifier evaluation kind of works (it'll use proper matrix in most cases, but think there might be some cases when this assumption also breaks). Even when matrix is copied from dupliobject to object in advance (to mimic old behavior or dupli system) you're still to use matrix from dupliobject inside a cycle body. This is because the same object might be modified multiple times by different dupliobject. For example, in case of duplifaces loads of faces will modify object's matrix and before this change matrix from the last face would have been used. The fix is simple one-liner which makes it so render instance will use proper matrix from dupliobject. All the rest bits here (pre-loading matrices and restoring them in the reverse order) totally matches old behavior of duplilist. This is a regression and to be ported to 2.70 tag! |
Revision 5ff0500 by jens verwiebe March 18, 2014, 11:18 (GMT) |
OSX/cmake/bullet: fix ambigoius compiler ID and make deoptimize fix a bit stricter to reduce speed penalty |
Revision eaf387b by Campbell Barton March 18, 2014, 00:07 (GMT) |
UI: bypass text clipping on buttons with no text |
Revision ec55074 by Campbell Barton March 17, 2014, 23:52 (GMT) |
Code cleanup: jitter, use 2d float array |
Revision 4d44f70 by Antonis Ryakiotakis March 17, 2014, 23:33 (GMT) |
Follow up to previous commit: Make HSL wheel useful in compositing. In HSL, 0.5 lightness corresponds to most vibrant colors so make that default for locked wheels (previous value of 1.0 just made it white). Also, unlock the wheel for both very bright and very dark colors. |
Revision 06de5be by Antonis Ryakiotakis March 17, 2014, 23:08 (GMT) |
Fix T39228 Gamma/lift/gain are burned out in the circular color pickers and value/lightness slider stops midway. Issue here is manyfold: Color wheel does not support properties with different soft min/max values than 1.0 (which after experimenting a little I left as is), and also color management is completely destroying the mapping between the value slider and the RNA property value range. To solve this I have disabled color management by setting the property to gamma corrected (only in RNA, Sequence editor coders please check!), otherwise it will just become a big mess of tracking where color comes from and what kind of color transforms it needs in different color pickers (if property has non normalized range etc). HSL is not really meant to represent colors outside a normalized space so I have disabled setting lightness above 1.0 in this model. This will work, however it is hacking a color picker to do something other than what it is supposed to do: pick a color from the screen accurately. Which means normalized values always. The non normalized colors picked for lift/gain/gamma through the pickers do not correspond to any accurate colors; they are rather a user friendly way to 'sort of' choose a color and a gamma with an indication of maximum value. I think that lift/gamma/gain nodes need a dedicated widget for this (besides it is quite clear that some options are written for that use case) -or- a separate gamma multiplier for the picked color (which should itself be in a normalized space) |
Revision 7da2175 by Campbell Barton March 17, 2014, 22:14 (GMT) |
KDTree: deprecate 'normal' argument Normals for each kdtree node were allocated but never used, and search args only use in particles/boids code. |
Revision a861e55 by Campbell Barton March 17, 2014, 18:40 (GMT) |
UI: Add theme color for viewport overlay Was using wire or black in many places, this color is used for cursor, camera guides, transform helper lines. So its possible to have a dark background with light overlay color. Patch D331 by Brita, with some edits. |
Revision ec4e12d by Campbell Barton March 17, 2014, 18:40 (GMT) |
Code cleanup: comments and typos |
Revision 7227117 by Antonis Ryakiotakis March 17, 2014, 18:01 (GMT) |
Fix own bug reported on irc by Venomgfx, missing value slider in color pickers. |
Revision 22873ea by Campbell Barton March 17, 2014, 14:34 (GMT) |
Fix T31598: smart UV failed for small faces previous fixes only tweaked epsilon, but logic for skipping zero area boxes was still wrong. |
Revision a47137a by Campbell Barton March 17, 2014, 13:39 (GMT) |
Python API: add Vector.orthogonal() method |
Revision 8480bb6 by Campbell Barton March 17, 2014, 10:48 (GMT) |
Code cleanup: style |
Revision 930765f by Bastien Montagne March 16, 2014, 19:22 (GMT) |
Fix T39208: Adding scene to another scene's VSE causes audio and video to be unsynchronized Audio of 'linked' scene has to be offset by the startframe of that scene, else it behaves as if 'linked' scene always started at frame 1... |
Revision d08e6ab by Campbell Barton March 16, 2014, 16:42 (GMT) |
Fix T39215: Shortest path error |
Revision 0e9084d by Bastien Montagne March 16, 2014, 15:31 (GMT) |
Fix T39210: Grid Fill is generating mesh that's inconsistent with selected edge loops Issue was in BLI's rotation_between_vecs_to_quat(), which did not handled correctly cases where both vectors are colinear. Patch by Campbell Barton and me. Issue originaly tracked down by Yan Shi, many thanks! |
Revision caf8684 by Campbell Barton March 16, 2014, 13:25 (GMT) |
EditMesh: Support contracting the selection as well as extending This allows for holding ctrl while switching from face->edge modes to select an edge-ring. |
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